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March 1-4, 2027
Moscone CenterSan Francisco, CA

Search Results

Your search for "sessions" returned the below results for sessions and speakers.

    • Title: Global Section
      Company: CyberConnect2
       

      Matches Found in Speaker Bio:

      Steven works in the Global Section of the Human Resources Division of CyberConnect2, which handles everything from linguistic and cultural support of international staff to overseas business trips and recruitment sessions.
    • Title: Chief Happiness Officer
      Company: Happy Brain Science
       

      Matches Found in Speaker Bio:

      Scott Crabtree is the founder and Chief Happiness Officer of Happy Brain Science. His mission is to help the world apply science to thrive more at work. Before founding Happy Brain Science, Scott was a professional video game developer, then worked at Intel. He's presented over 600 sessions to repeat clients including DreamWorks, Google, Nike, Intel, Activision, Blizzard Entertainment, NBC/Universal, EA, and Epic Games. He's led the development of many videogames through the years. The most recent game he designed and led production on was Choose Happiness @ Work Online — a video game designed to boost the science of happiness on teams. He's also served as programmer on titles such as Yourself!Fitness by ResponDesign, NRL Rugby League, and many children's educational games such as Arthur's Thinking Games. He loves playing strategy games the most. When not gaming or presenting, he's usually outside in beautiful Central Oregon where he lives, or playing music in multiple bands.
    • Title: Senior Audio Artist (Speech Lead)
      Company: Electronic Arts
       

      Matches Found in Speaker Bio:

      Mathew Savage is a Senior Audio Artist and Speech Lead at Electronic Arts. Born and raised in Vancouver, British Columbia, he spent most of his time outside, but thanks to an abundance of rainy days, his passion for video games grew and eventually led to a full-time career. He broke into the game industry in 2019, joining Electronic Arts to work on the NHL franchise, and has never looked back. Mathew is fascinated by the search for ways to bridge the gap between live sports broadcasts and video game commentary. He believes AI-assisted tools can help close that gap by supporting talent during recording sessions, reducing bottlenecks, and improving workflows. When it rains these days, Mathew tries to find time between family life, friends, and work to continue a seemingly endless game of Factorio because, well… The Factory Must Grow.
    • Title: Managing Director
      Company: Swedish Games Industry (Dataspelsbranschen)
       

      Matches Found in Speaker Bio:

      Per Strömbäck started out as a QA tester in 1996, then progressed to making games at Monsterland. After game development, Per moved to the dark side as head of publishing at PAN Vision. In 2005, Per discovered an even darker side and became a lobbyist. Since then, he has worked for Sweden’s games industry association, at times tirelessly. Per has played 663 [so close!] sessions of Battle of Polytopia and his favorite tribe is Bardur.
    • Title: Engine Director
      Company: Wargaming
       

      Matches Found in Speaker Bio:

      Bronislav Sviglo is Engine Director at Wargaming. In 2020, he started the company's new proprietary engine from scratch and has led the team building it ever since — the engine behind World of Tanks: HEAT (May 2026, day-one release on PC, Steam Deck, PlayStation 5, PlayStation 5 Pro, and Xbox Series X|S) and the company's future titles. He has spent 18+ years at Wargaming (since 2008), working on World of Tanks from its earliest days: generalist, then graphics programmer, then long-time Rendering Team Lead — through the 1.0 render rewrite, the multi-core restructuring with up to 41% average FPS gain, and the enCore RT ray-traced shadows technology developed with Intel. He is a three-time GDC speaker (two sessions in 2018, one in 2020) and spoke at 4C 2017.
    • Title: Audio Director / Manager
      Company: BANDAI NAMCO Studios Inc.
       

      Matches Found in Speaker Bio:

      Ryo Watanabe is an Audio Director and Manager at Bandai Namco Studios, where he has worked since joining Namco in 2005. His work spans composition, sound design, implementation, interactive mixing, spatial audio, haptics, and large-scale audio direction. He is best known for his work on the ACE COMBAT series, including serving as Audio Director on ACE COMBAT 7: SKIES UNKNOWN and ACE COMBAT 8. Across these projects, he has led the design of immersive aerial-combat audio, real-time mixing systems, radio presentation, music integration, spatial audio, and controller haptics, while coordinating multidisciplinary teams across multiple companies. Watanabe has also contributed to a wide range of Bandai Namco titles and franchises, including THE IDOLM@STER, TEKKEN, RIDGE RACER, SOULCALIBUR, PAC-MAN, Taiko no Tatsujin, Katamari Damacy, and Denonbu. His experience covers both hands-on creation and production leadership, from composing music and designing sound effects to establishing workflows, review methods, and shared creative principles for large teams. A central theme of his work is translating abstract creative intent into practical production decisions. He has developed approaches for aligning music, sound effects, dialogue, cinematics, spatial audio, and haptics around a unified player experience, and for balancing realism, clarity, emotional impact, and gameplay feedback in complex interactive scenes. He has presented at CEDEC and IGDA Japan SIG-Audio on topics including interactive mixing, audio direction, spatial audio, Wwise, and AAA game production. His speaking history includes CEDEC 2014, 2016, 2019, and 2024, as well as GDC audio report sessions in 2018, 2019, 2024, and 2025. At CEDEC, he served for many years as a lead organizer of the sound program, contributing to its programming and overall operation. He has also participated in the Game Developers Choice Awards nomination process. Watanabe was also featured on a television program produced by NHK, Japan's public broadcaster, where he introduced the creative and technical process behind game audio production. He continues to explore how game audio can create stronger emotional and physical connections between players and interactive worlds, and how creative judgment can be made shareable and actionable across large development teams.